Files
scummvm/engines/bladerunner/script/hf04.cpp
T

168 lines
4.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/script/script.h"
namespace BladeRunner {
void ScriptHF04::InitializeScene() {
Setup_Scene_Information(-33.85f, -0.31f, 395.0f, 0);
Game_Flag_Reset(566);
Scene_Exit_Add_2D_Exit(0, 602, 104, 639, 177, 1);
Ambient_Sounds_Add_Looping_Sound(70, 35, 0, 1);
Ambient_Sounds_Add_Looping_Sound(109, 40, 0, 1);
Ambient_Sounds_Add_Sound(72, 6, 70, 14, 20, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(73, 3, 70, 14, 20, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(74, 5, 70, 14, 20, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(303, 5, 70, 33, 50, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 70, 33, 50, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 70, 33, 50, -100, 100, -101, -101, 0, 0);
if (Game_Flag_Query(584)) {
Scene_Loop_Set_Default(3);
} else {
Scene_Loop_Set_Default(0);
}
}
void ScriptHF04::SceneLoaded() {
if (Game_Flag_Query(584)) {
Unobstacle_Object("PIVOT_WALL#1", true);
Unobstacle_Object("PIVOT_WALL#02", true);
Unobstacle_Object("PIVOT_WALL#03", true);
} else {
Unobstacle_Object("HIDE_WALL_A", true);
Unobstacle_Object("HIDE_WALL_B", true);
}
if (Actor_Query_Goal_Number(6) == 213) {
if (Actor_Clue_Query(6, 219) && Global_Variable_Query(40) != 3) {
Game_Flag_Set(593);
} else {
Actor_Set_Goal_Number(6, 230);
Game_Flag_Reset(584);
}
}
}
bool ScriptHF04::MouseClick(int x, int y) {
return false;
}
bool ScriptHF04::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptHF04::ClickedOnActor(int actorId) {
return false;
}
bool ScriptHF04::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptHF04::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, 1132.27f, -0.31f, -113.46f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(567);
Set_Enter(38, 35);
}
return true;
}
return false;
}
bool ScriptHF04::ClickedOn2DRegion(int region) {
return false;
}
void ScriptHF04::SceneFrameAdvanced(int frame) {
if (frame == 62) {
Sound_Play(359, Random_Query(43, 43), 0, 0, 50);
}
if (frame == 154) {
Sound_Play(360, Random_Query(43, 43), 0, 0, 50);
}
if (frame == 179 && Actor_Query_Goal_Number(6) == 235) {
Actor_Set_Goal_Number(6, 236);
}
if (Game_Flag_Query(585)) {
Game_Flag_Reset(585);
Scene_Loop_Set_Default(3);
Scene_Loop_Start_Special(2, 2, 1);
//return true;
return;
}
if (Game_Flag_Query(586)) {
Game_Flag_Reset(586);
Scene_Loop_Set_Default(0);
Scene_Loop_Start_Special(2, 5, 1);
//return true;
return;
}
if (frame == 89) {
Game_Flag_Set(584);
Obstacle_Object("HIDE_WALL_A", false);
Obstacle_Object("HIDE_WALL_B", false);
Unobstacle_Object("PIVOT_WALL#1", false);
Unobstacle_Object("PIVOT_WALL#02", false);
Unobstacle_Object("PIVOT_WALL#03", true);
//return true;
return;
}
if (frame == 180) {
Unobstacle_Object("HIDE_WALL_A", false);
Unobstacle_Object("HIDE_WALL_B", false);
Obstacle_Object("PIVOT_WALL#1", false);
Obstacle_Object("PIVOT_WALL#02", false);
Obstacle_Object("PIVOT_WALL#03", true);
Game_Flag_Reset(584);
if (Actor_Query_Goal_Number(6) == 234) {
Actor_Set_Goal_Number(6, 235);
}
//return true;
return;
}
//return false;
}
void ScriptHF04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptHF04::PlayerWalkedIn() {
if (Actor_Query_Goal_Number(6) == 230 || Actor_Query_Goal_Number(6) == 233) {
Player_Set_Combat_Mode(true);
Music_Play(1, 60, 0, 2, -1, 0, 0);
}
Loop_Actor_Walk_To_XYZ(0, -45.0f, -0.31f, 307.0f, 0, 0, true, 0);
Delay(2500);
}
void ScriptHF04::PlayerWalkedOut() {
Music_Stop(5);
}
void ScriptHF04::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner